• 0.10 149cbc9a2f

    0.10 Stable

    patricus released this 2026-09-02 17:04:33 +02:00 | 4 commits to master since this release

    0.10

    The map speaks. It was the last whole screen in the game with nothing readable
    on it - 128 identical buttons and a cursor somewhere in them - and now every
    square reads out its name, what is in it, whether you can fast-travel there,
    and where it sits relative to your own square. Ctrl+P marks a square, or the
    ground under your feet, and auto-walk will take you to either.

    Also in this one: the buttons you cannot tab to are named as a menu opens, your
    turn says when fusion is ready, auto-walk stops climbing the thing it was sent
    to, a wall fifty metres off no longer means there is no way round it, and a
    quest area you cannot head for from indoors says so.

    The map is readable, and you can mark a square and walk to it

    The map in the pause menu said nothing. It is a grid of 128 buttons with no
    label, no icon and nothing else in them - all named "MapChunkButton" - and
    everything a sighted player reads about the square under the cursor is in a
    panel underneath the map rather than in the button. So the focus readout found
    the node name, said "Map Chunk Button" once, and then never spoke again, because
    all 128 of them say the same thing. The map was a grid of silence with a cursor
    somewhere in it.

    The panel is the answer rather than a reimplementation of it: it is already the
    game's own account of the square, it already handles one not yet revealed, it
    already folds in quest markers and "your location", and it is already up to date
    by the time the focus poll runs. What it cannot give is where the square IS -
    a sighted player reads the cursor against the shape of the map - so that comes
    from the square's own position in the grid, as an offset in compass directions.
    "Town West. Chemist and Museum. 2 south and 1 west of you." A square you have
    not explored yet says so instead of going quiet, which is what makes an
    unexplored map something you can still feel the shape of.

    Then Ctrl+P on a square marks it, and marking it selects it - so close the
    map, press Shift+Home, and auto-walk sets off. It joins a Waypoints category
    next to People and Doors, and Ctrl+P on an already-marked square unmarks it. Out
    in the world the same key marks the ground under your feet, which is the other
    half of the same idea: mark where you were working, go elsewhere, walk back.
    Ctrl+Shift+P drops the selected one, eight at a time.

    A square is 64 metres of world with no known height, so it is aimed at exactly
    the way a tracked quest's area is - ground-probed across the chunk, at whichever
    standable, non-water point is nearest - and arrived at with the same tolerance,
    because being anywhere in it is the point. And a mark is only offered where its
    coordinates mean something: a spot on the overworld is not walkable from inside
    a shop, and telling the two apart is not obvious, because an interior carries
    the overworld's own map metadata. That is how the game knows where to draw "you
    are here"; the pinned chunk is the only thing that distinguishes them.

    Ctrl+P also has to be swallowed rather than merely handled. Plain P is the base
    game's party menu, and Godot treats an action's modifiers as a minimum, so
    Ctrl+P matches it perfectly well - marking a point would otherwise throw the
    party screen up over the announcement.

    The buttons you cannot tab to are read out

    "I can't access the multiplayer menu using keyboard." R was always the answer -
    there was just nothing anywhere that said so.

    Some buttons switch their own focus off on purpose. They are prompts for a key
    you press while the menu is open rather than things you move onto, and a sighted
    player reads them along the bottom of the screen: "[R] Go Online". Arrow keys
    never reach them, so there was no way to learn one was there.

    A menu now names them as it opens, alongside the other things about it that no
    focus move will ever announce - "Map Pause Menu. Use Space or E to select -
    Enter will close this menu instead. Also Go Online on R."

    Knowing that fusion is available

    Fusion looked broken because there was no sign of it. The Fuse button on the
    order wheel switches its own focus off until the meter is full, so left and
    right skip straight past it and nothing ever mentioned it - while a sighted
    player has been watching the meter fill and the button glow for several turns.

    Your turn now ends with "Fusion ready" on the turn it becomes usable. Once,
    because a thing you already know is not news and that line lands on every turn
    of every battle.

    Auto-walk stops climbing the thing it was sent to

    Three attempts at an Office Cabinet in the Landkeeper office, each ending "it's
    about 3 meters below the nearest ground I could path to" - from on top of the
    cabinet.

    One cause, and it explains the shopkeeper too. The walk stops 1.25m from its
    target and the pawn's own body is 0.9 wide, so anything wider than 0.35 has to
    be stood INSIDE before it counts as arrived - and walking into something is
    exactly what makes the walker jump. It clears 2.2m, so it lands on top. Every
    NPC is 0.9 wide like the player, which is why Clemence always ended up
    underfoot; a cabinet is simply taller than you can reach down from.

    It stops beside things now, by however wide they actually measure, capped well
    inside arm's reach. Floor buttons still get stood on and lifts still get ridden.

    A wall 50 metres off no longer means there is no way round

    A walk to an NPC 66m away gave up after 14 of them: "it looks like it needs
    climbing, which you haven't unlocked yet", about a 4m rise the player then
    walked round unaided, arriving on foot a minute later.

    The wall that verdict reads is found in a corridor drawn around the straight
    line to the target, so it is the nearest local barrier and not a fact about the
    map. Close to a target that corridor covers every approach worth the name; fifty
    metres out it does not. Past that range the answer is the shortfall instead,
    which names the rise rather than blaming an ability you do not have.

    A quest area you cannot head for from indoors says so

    "Acting On Your Best Behaviour, press Enter to Untrack or View Map" - and no
    marker. Tracked from a table in the Gramophone Cafe, for a quest whose area is
    perfectly real, out at chunk (4, -1).

    A quest area is a chunk of the overworld, and the scan that turns one into a
    marker only runs out there - rightly, because a point 256 metres east means
    nothing inside a building, whose scene has its own coordinates entirely. So
    indoors the Markers category simply is not offered, and 0.9 said nothing about
    it: the note added there only covered a quest with no area at all, not one whose
    area is outside.

    Tracking now says which it is - "Its area is out on the overworld - step outside
    before heading for it."

    Downloads